Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Info-sharing multiplay
PostPosted: Wed May 07, 2014 3:46 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
OA is right in that there are too many variables. You don't have to do anything at all in order to abuse this. Just being in a faction, logging in and listening to the channel for awhile and then logging out and using the info with a rival character is but one of many scenarios.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Wed May 07, 2014 4:00 pm 
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Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
If you don't trigger a logging event, you aren't a variable in the logged set. Defining the event is the floodgate, and frankly, you shouldn't tell us what those events would be if they were made. If we can make a hoarding flag, we can certainly make an invisible "griefer" flag." But I'm just theory-crafting out of the interesting nature of the topic at this point: in the end, it's the people and their human presence that makes the difference.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Thu May 08, 2014 6:35 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I'm not a fan at all of the idea of trying to hard-code some way to keep people from logging into/out of other characters of theirs, nor of hard-coding a "Main" or an "alt" feature. I'm fine with having an automated system keep track of suspicious activity and logging it, but as Dulrik mentioned, I don't think that a feature which prevents someone from being to play is a feature that should be implemented without a real strong reason.

Frankly, there's no real way to have an automated process that will actively prevent info-sharing without making the game lousy in the process. The best thing that can be done from the players' side is to keep logs of your own and send them to the IMMs if you see something fishy, and the best thing that can be done from the coding side would be to implement some advanced logging and/or cheating detection systems, but automated prevention via preventing logins or anything else isn't going to be worth the problems it causes in my opinion.

Also, I haven't been here in a long time but I'm still a little surprised at how people get trolled so easily on these forums still.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Fri May 09, 2014 11:16 am 
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Newbie

Joined: Mon May 05, 2014 11:23 pm
Posts: 1
I've just joined the forums, and I've been reading this thread for a little bit. Given my lack of experience, I don't have any suggestions that I think would be better than the suggestions of more experienced players, but I do have a question.

Are we specifically talking about individuals sharing information between their own (multiple) chars, or about players sharing information either ooc'ly or ic'ly between each other, and (multiple) chars making this easier/more of a problem? Or both?

It seems like anyone wanting to play a particular char would willingly keep information of their other char separate from first char's knowledge simply to make the game more enjoyable for themselves.... Right?





edited to fix grammar


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 Post subject: Re: Info-sharing multiplay
PostPosted: Fri May 09, 2014 6:02 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Kevo wrote:
It seems like anyone wanting to play a particular char would willingly keep information of their other char separate from first char's knowledge simply to make the game more enjoyable for themselves.... Right?
Some people would, certainly. It really depends on the player though. Players who are more concerned about their character looking cool, being strong, and racking up kills are usually going to be willing to act like they know things that they shouldn't. Some players enjoy playing a character who's in the dark, yet there are other players who just get bored/impatient.

And some people just don't like having to "fake" their way through a quest for the 5th time.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Sat May 10, 2014 7:39 pm 
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Mortal

Joined: Sat Apr 02, 2011 12:03 pm
Posts: 149
I'll add in that popping into random inns as a lowbie just to ask, "Where should I go after Novice?" "Ayamao Outpost? Where is it?" and so on gets old, so am I guilty of using OOC knowledge to get there? Yup. Especially if I start somewhere that isn't Zhensh or Ayamao, I'll get no mentors with the commands, and possibly nobody at an inn, depending on time of day/night, so I can choose to twiddle my thumbs, or do something. It's a small evil I'll cop to, but occasionally necessary.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Sun May 11, 2014 4:21 am 
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Immortal

Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
There's a NPC in Exile sewers that gives directions to the outpost and teaches Sylvan tongue. We're trying!!


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